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[ADDED B625] Simple fix--ship's ASM defensive missiles

 
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[ADDED B625] Simple fix--ship's ASM defensive missiles - 1/11/2014 2:28:35 AM   
ExMachina


Posts: 462
Joined: 9/25/2013
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The Situation:
Ship has incoming vampire.
Ship launches two (nearly simultaneous)defensive SAMs
If the first SAM misses...
Ship instantaneously launches a third SAM to ensure that vampire is always targeted by two SAMs

The Problem:
1) This wastes SAMs, since the second SAM of the initial pair usually ends up killing the vampire.
2)The instantaneous reaction of the ship is unrealistic in terms of OODA. There needs to be some delay here.

(One) Potential Solution:
When a vampire goes from having 2 to 1 missiles targeted upon it, wait XX milliseconds before launching another SAM.

Sorry to keep beating this horse but it seems like a simple fix that would improve both player experience as well as the AI opponent's staying power

Thanks

< Message edited by Sunburn -- 12/13/2014 8:01:31 PM >
Post #: 1
RE: Simple fix--ship's ASM defensive missiles - 1/11/2014 4:28:09 AM   
guanotwozero

 

Posts: 651
Joined: 12/27/2013
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Not just for ships, but for all platforms it would be useful if we had more control over salvoes, e.g.

1) number of munitions per salvo

AND

2) salvo policy per target:
a) maintain active salvo count until target destroyed
OR
b) launch new salvo only when all previous expended

AND

3) after salvo launch, launch at next available target:
a) immediately (i.e. while initial target still alive)
OR
b) only when initial target destroyed


That way you could set salvo count at two, and ensure no more are launched (at that target) until the first two are expended.

As well as limiting munition waste and allowing prioritisation of targets, this would also allow us to use swarm tactics (weapons and/or platforms) if our PH is low; the current policy of 2 munitions per target is a disadvantage against an enemy with higher PH.

For strike missions, it would allow minimum use of munitions until the primary target is destroyed, thus allowing secondary targets to be tackled if there are any munitions left. It would also allow multiple in-range targets to be attacked simultaneously.

< Message edited by guanotwozero -- 1/11/2014 5:33:41 AM >

(in reply to ExMachina)
Post #: 2
RE: Simple fix--ship's ASM defensive missiles - 1/11/2014 12:51:20 PM   
mikmykWS

 

Posts: 11524
Joined: 3/22/2005
Status: offline
Thanks guys. I've added two separate entries and we'll take a look.

Why exactly do you think the fix is simple?

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RE: Simple fix--ship's ASM defensive missiles - 1/11/2014 1:01:57 PM   
ExMachina


Posts: 462
Joined: 9/25/2013
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quote:

ORIGINAL: mikmyk

Thanks guys. I've added two separate entries and we'll take a look.

Why exactly do you think the fix is simple?



Ok, so maybe no so simple?
In any case, thanks.

(in reply to mikmykWS)
Post #: 4
RE: Simple fix--ship's ASM defensive missiles - 1/11/2014 5:07:07 PM   
guanotwozero

 

Posts: 651
Joined: 12/27/2013
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quote:

ORIGINAL: mikmyk

Why exactly do you think the fix is simple?


Er... yeah... that's the trouble - you give us an excellent game that goes deep into detail, and we just make demands for even more!

I can see any policy-type approach could become unworkable if it's per-unit, but might be doable as a configurable global setting, as well as per-mission.

Plus, maybe wiser to have separate policies for anti-air and anti-surface (like exists now with 2 anti-air missiles per target, drop all bombs).

There'd be various issues to deal with, such as after launching a salvo, should a strike unit loiter in situ or withdraw to a safe distance? See-sawing could be the result if the target's not killed immediately. Also, the type of platform may be limited how many targets/munitions can be engaged at a time, if lacking multi-lock/fire-and-forget ability. The AI may need to make certain 'wisdom' choices.

In any case, setting a mission policy would be a judgement call. Later, if mission planning is enhanced via timed actions/waypoints, such policies could be included as part of that. Black Buck wouldn't have worked too well if they'd dropped one bomb at a time...

OK, not so simple - maybe a slight launch delay (if salvo active) would be the best approach for now. Thanks for considering it.

< Message edited by guanotwozero -- 1/11/2014 6:08:08 PM >

(in reply to mikmykWS)
Post #: 5
RE: Simple fix--ship's ASM defensive missiles - 12/13/2014 7:01:03 PM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
Status: offline
Added salvo logic in Build 625.

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RE: Simple fix--ship's ASM defensive missiles - 12/14/2014 8:28:48 AM   
DeSade

 

Posts: 156
Joined: 3/1/2004
Status: offline
thank you :) Will B625 be released as 1.06 or is it "post 1.06" build?

(in reply to Dimitris)
Post #: 7
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